Frontier, it's time you balanced ALL ships and internals- Size/Mass.

I'm sorry, but that's a silly argument. Comparing game balance to IRL is silly, but bringing up IRL cars and trucks and then bringing up the word "bland" is just outright goofy. Have you LOOKED at all those cars and trucks on the road? That's about as bland and samey as it gets, mate. I haven't been able to tell one model of SUV or sedan from another for at least 15 years. How car manufacturers continue to come out with new models each and every stinking year, models that have next to no difference to the prior versions of the past 5 years, and stay in business? It's entirely beyond me.

I could not disagree more with your assessment of the lack of variation in cars. Of course, the most common cars you see on the road definitely look similar, but that would be like staying in Erivate and complaining that the only ships people fly are sidewinders.

Whether or not it’s a good comparison, I still think perfectly balanced ships without weird quirks and gimmicks would end up being really boring. That said, I will say the Python seems a bit too perfect (as a Python pilot I would be mortified if they nerfed it though) and the AspScout seems a bit too worthless.

I guess I really don’t see the purpose for this either... unless it’s just to quell some CMDRs’ OCD. Out of all the things FDev could fix, it seems like this one would have the lowest possible positive impact while having the highest possible negative impact. Imagine floating around Beagle Point and realizing that suddenly with a recent update your Anaconda now has a base mass of 1200T. Even if you aren’t out in the middle of nowhere, CMDRs have spent hundreds of hours optimizing their ships based on the quirks that the ships are designed with. A blanket rebalance would be basically a restart for everyone.
 
I guess I really don’t see the purpose for this either... unless it’s just to quell some CMDRs’ OCD. Out of all the things FDev could fix, it seems like this one would have the lowest possible positive impact while having the highest possible negative impact. Imagine floating around Beagle Point and realizing that suddenly with a recent update your Anaconda now has a base mass of 1200T. Even if you aren’t out in the middle of nowhere, CMDRs have spent hundreds of hours optimizing their ships based on the quirks that the ships are designed with. A blanket rebalance would be basically a restart for everyone.

Because you "don't see a point" doesn't mean it's not something that needs to happen.

Has nothing to do with "OCD" and has everything to do with consistency and credibility- if Frontier states things are meant to be a certain way "because mechanics" it had better be that way for all ships and not just all but a few "favorites".

As for your "example" of Beagle Point... although that's highly unfortunate, those CMDRS also knew very well what they were getting into and nothing a rebuy screen wouldn't remedy. In fact, Frontier could even make the first one "free". ;)

Next excuse?
 
Hey, you know... they spent a lot of time trying to convolute the main issues by providing isolated or extreme examples... at least give them some credit. ;)

Perhaps a pence or two? :p

You've provided no detail or examples at all, just underlined the odd word and used bold type to emphasise something that youve provided no justification for besides a nebulous principle.

If you were right, your theory would stand up to scrutiny.

If the examples given so far are 'isolated or extreme' then please do by all means provide us with a central and mainstream example we can discuss on its merits.

If not, then I guess the OP was a chimera, and was always really all about a quite different agenda.
 
You've provided no detail or examples at all, just underlined the odd word and used bold type to emphasise something that youve provided no justification for besides a nebulous principle.

If you were right, your theory would stand up to scrutiny.

If the examples given so far are 'isolated or extreme' then please do by all means provide us with a central and mainstream example we can discuss on its merits.

If not, then I guess the OP was a chimera, and was always really all about a quite different agenda.

No detail or examples were needed. I'll give a link to refer to my response so that others can see for themselves. (which frankly is more than you've done by your above implication)

Has nothing to do with "standing up to scrutiny", no scrutiny is needed.This game simply needs an all encompassing balance pass since there hasn't been one since release.

Feel free to disagree. :) Doesn't make my points any more or less valid, nor do I need your opinion to make it so.

All that matters here is whether Frontier agrees.
 
If you think about the module system vis-a-vis ship mass etc rationally you will go nuts!:D
It's a complete mess really when FDev can just 'add' another module 'slot' willy-nilly to a ship whose dimensions are I assume, fixed.
I also assume that the modules of varying classes are also fixed in dimensions which are not given to us by the way.
Take the Challenger. Look at the rear outboard landing gear. It seems to take up all the space of its housing and yet there is an engine in that same housing!
And yet there are thngs called 'thrusters' that have their own single module / housing. Then again we target the 'main drive'! Where's the module for that?
Can we target the rear landing gear? Which would also mean targeting the engine if considering the Challenger.

It's obvious that FDev does not prioritise rational common sense: they don't have to, most players just play the game and not think about this module system or else if they do they just shrug their shoulders and suspend their critical thinking faculties on this issue.
 
People either forget, or just don't know, that the ships in Elite are designed from scratch with their internal space mapped out as part of the design. The reason you get more space for cargo in a Python than you can in a Clipper is the same reason you get more space for luggage in a station wagon than you do in a fighter plane, the latter being significantly larger and heavier, but with its 'space' filled with equipment for purpose. That's how these ships are designed, with a purpose in mind, or with multipurpose in mind. But make no mistake, the shapes of these ships are not arbitrarily chosen. Every little crease, bulge, and seem on our ships exists for a reason, and the interiors are there as well, we just can't look around them much yet.
 
People either forget, or just don't know, that the ships in Elite are designed from scratch with their internal space mapped out as part of the design. The reason you get more space for cargo in a Python than you can in a Clipper is the same reason you get more space for luggage in a station wagon than you do in a fighter plane, the latter being significantly larger and heavier, but with its 'space' filled with equipment for purpose. That's how these ships are designed, with a purpose in mind, or with multipurpose in mind. But make no mistake, the shapes of these ships are not arbitrarily chosen. Every little crease, bulge, and seem on our ships exists for a reason, and the interiors are there as well, we just can't look around them much yet.

I don't beleive this. I won't believe that FDev 'maps out' their ship models until they publish technical schematics of them, detailing the dimensions of the compartments etc with the overall dimensions of the ship. But they won't; for obvious reasons.
 
You've provided no detail or examples at all, just underlined the odd word and used bold type to emphasise something that youve provided no justification for besides a nebulous principle.

If you were right, your theory would stand up to scrutiny.

If the examples given so far are 'isolated or extreme' then please do by all means provide us with a central and mainstream example we can discuss on its merits.

If not, then I guess the OP was a chimera, and was always really all about a quite different agenda.


No detail or examples were needed. I'll give a link to refer to my response so that others can see for themselves. (which frankly is more than you've done by your above implication)

I was referring to the quote I gave, & the first line refers to your OP and subsequent posts. I didn't make that clear at all. I was ignoring / not responding to your response linked above, as I felt it debunked itself just fine to anyone else reading it. If I get a few minutes i'll reply to it point by point however.
 
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People either forget, or just don't know, that the ships in Elite are designed from scratch with their internal space mapped out as part of the design. The reason you get more space for cargo in a Python than you can in a Clipper is the same reason you get more space for luggage in a station wagon than you do in a fighter plane, the latter being significantly larger and heavier, but with its 'space' filled with equipment for purpose. That's how these ships are designed, with a purpose in mind, or with multipurpose in mind. But make no mistake, the shapes of these ships are not arbitrarily chosen. Every little crease, bulge, and seem on our ships exists for a reason, and the interiors are there as well, we just can't look around them much yet.

There have now been several cases where module slots have been added to an existing ship without any noticeable change to the physical model. The T-9 gained a class 8 slot for example, the T-9 model appears remarkably space inefficient if this can be done. One that supports your argument is the Cobra MkIV, which has a prominent lump on it's prow compared to the MkIII that one can only assume is due to the internal layout being rearranged to make more room for the extra module slots.

Perhaps they were roughly laid out, maybe some ships had more thought put into their design than others. It is a bridge that will need to be crossed for spacelegs but I think in the mean time there is quite a lot of handwavium going on to maintain the illusion of realism.
 
There have now been several cases where module slots have been added to an existing ship without any noticeable change to the physical model. The T-9 gained a class 8 slot for example, the T-9 model appears remarkably space inefficient if this can be done. One that supports your argument is the Cobra MkIV, which has a prominent lump on it's prow compared to the MkIII that one can only assume is due to the internal layout being rearranged to make more room for the extra module slots.

Perhaps they were roughly laid out, maybe some ships had more thought put into their design than others. It is a bridge that will need to be crossed for spacelegs but I think in the mean time there is quite a lot of handwavium going on to maintain the illusion of realism.

And given such examples- there's absolutely no reason why other ships that are definitively "lacking" cannot be given the same treatment. The last sentence is exactly what I'm referring to in this thread, and it's also not just an illusion of realism, but also an illusion of choice.

Just as a small example- giving the DBX an additional x2 class 1 slots would improve just that ship alone... without having to make ridiculous changes to the model. As an "explorer" class vessel, being able to equip the two necessary scanners without sacrificing already hampered internals in order to fit everything else an explorer might need.

Many other ships need improvements, and examples have been given in this thread and many others over time. Giving other ships more "viability" will increase variety and choice, rather than just an illusion of choice.
 
And given such examples- there's absolutely no reason why other ships that are definitively "lacking" cannot be given the same treatment. The last sentence is exactly what I'm referring to in this thread, and it's also not just an illusion of realism, but also an illusion of choice.

Just as a small example- giving the DBX an additional x2 class 1 slots would improve just that ship alone... without having to make ridiculous changes to the model. As an "explorer" class vessel, being able to equip the two necessary scanners without sacrificing already hampered internals in order to fit everything else an explorer might need.

Many other ships need improvements, and examples have been given in this thread and many others over time. Giving other ships more "viability" will increase variety and choice, rather than just an illusion of choice.

Well sort of ;) As I mentioned it may be that some ships have more scope for extra slots than others. Both Diamondbacks are pretty small ships, it may be (I could be wrong of course) that there really isn't enough internal room to add an extra C1, and that splitting one of the existing slots would be a more viable proposal to put forward. I agree they would benefit from this change if it could be done realistically.

The ones that bug me a bit are the military slots - I justify them to myself that x mass of armour gets added by making some walls a little thicker (and corridors narrower) but I have to overlook the ability to add an SCB to these slots to do so.

As I said earlier in the thread I don't really think a wholesale rework is going to add enough benefit at this late stage in development to justify the workload, but a review to highlight the worst offenders (like the Conda's Hull mass) might be beneficial. Only FDev have access to a level of detail sufficient to carry this out, we can only make educated guesses based on the sort of stuff Morbad highlighted earlier (module layout within the model etc).

FDev have previously said that balance is continually considered, I guess some things are occasionally overlooked (like the T-7's height) or are recognised but too entrenched to plausibly fix (conda hull mass).
 
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Because you "don't see a point" doesn't mean it's not something that needs to happen.

Has nothing to do with "OCD" and has everything to do with consistency and credibility- if Frontier states things are meant to be a certain way "because mechanics" it had better be that way for all ships and not just all but a few "favorites".

As for your "example" of Beagle Point... although that's highly unfortunate, those CMDRS also knew very well what they were getting into and nothing a rebuy screen wouldn't remedy. In fact, Frontier could even make the first one "free". ;)

Next excuse?

I don't know, that's a pretty good one. I'm all for a proper balance, but dismissing offhand that those going to the edges of the galaxy "knew very well what they were getting into" smacks of ignorance and, acting like a bit of an entitled brat.

Even with 70+LY jump rage, Beagle point is a bit of a mission, it'll take a lot of time to get there, and, let me tell you, having been there twice, having my ship specs changed out on the rim of the galaxy, with my only "out" being the rebuy screen, with all my exploration data lost to boot... That is NOT what any explorer signs up for.

Z...
 
Speaking of internal space and dimensions

This chap has a good job examining what modules could be in terms of size, volume and density to meet the mass

[video=youtube;qTWCtbuPB60]https://www.youtube.com/watch?v=qTWCtbuPB60[/video]

and has a possible sidewinder layout using the above

[video=youtube;bjApqmIALd8]https://www.youtube.com/watch?v=bjApqmIALd8&t=3s[/video]
 
I don't know, that's a pretty good one. I'm all for a proper balance, but dismissing offhand that those going to the edges of the galaxy "knew very well what they were getting into" smacks of ignorance and, acting like a bit of an entitled brat.

Even with 70+LY jump rage, Beagle point is a bit of a mission, it'll take a lot of time to get there, and, let me tell you, having been there twice, having my ship specs changed out on the rim of the galaxy, with my only "out" being the rebuy screen, with all my exploration data lost to boot... That is NOT what any explorer signs up for.

Z...

Oh, I'd agree- the context quite fits appropriately into the "those who log into Open..." category with "PvP might happen", etc. narratives, after all.

I don't really expect that to happen- the snark was in response to the "OCD" implication. Just because one might expect consistency in mechanics to be applied across the board doesn't mean one is completely obsessively compulsive. (Yes, this kitty has claws, too.)

As an explorer- I quite agree that wouldn't be an "optimal" situation, and my points of reference regarding disparity in this game are meant to justify much needed buffs to other ships- which have traditionally been ignored for whatever "reasons". I'm not a fan at all of nerfing- but would much rather prefer to buff others to bring them to comparative levels- yet when people argue against buffing simply because they fear their favorite ships will somehow lose "value", we're supposed to just "suck it up" and allow disparity to exist, relegating it all to handwavium for video game sake?

If I had a credit for everytime I've seen someone told to "buy an Anaconda", I'd be a multibillionaire in this game. One shouldn't have to if freedom of choice is reality.
 
Speaking of internal space and dimensions

This chap has a good job examining what modules could be in terms of size, volume and density to meet the mass

and has a possible sidewinder layout using the above

Thanks, reviewing- and repped.

Always interested to see others views in how all of this really fits into place.
 
Eh, what? No, you just described precisely why balance is so important. And why it's such a damn shame that it's such a non-priority for so many games that market themselves as "competitive".

Balance is a lie unless ALL you have is combat, and even there, some one design almost always comes out as better in the mechanics of the game.

Elite isn't JUST a shooter, meaning that you cannot balance the game because exploration, racing and trading are not equivalent to combat.

As to the munchkins, they only care about being at the top of the heap at whatever cost to anyone else's enjoyment. They are always going to optimax, and trying to prevent it just shifts what is "best".

A balancing pass is just reiterating the existing problem with different variables. The current ship methodology is horribly broken because it forces artificial physics into the game in the name of uniqueness, makes artificial limitations on equipment by placing size limits on core modules that have nothing to do with the volume available in the hull, and doesn't allow you to repurpose otherwise unused space by using Internal Compartments of a static size and dedicating space to specifically typed equipment through class limited compartments and utility mounts.
 
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Speaking of internal space and dimensions

This chap has a good job examining what modules could be in terms of size, volume and density to meet the mass



and has a possible sidewinder layout using the above

Thanks for the heads up. Quite the enjoyable thing to watch when I’m on lunch at work. Here’s hoping that he’ll do a few more.
 
You really seem to have an axe to grind here. I gave you the benefit of the doubt until Page 2, but by then it became quite clear that your axe isn't named Balance, it's named Anaconda. I was genuinely hoping to be wrong on that, to be honest. You can keep trying to obscure that if you like, but it doesn't fool me.

The bottom line here, is that there aren't any actual good reasons for the kind of balance pass that you seem to want, and a great many good reasons not to.

Blizzard has never been able to get this right, and neither would Frontier. It is a fool's errand, quite frankly, and even less productive than a dog chasing its tail. Making things different means also creating some outliers, in both directions. This is not avoidable, but it is manageable.

The Anaconda's jump range (or Mass, if you prefer) hurts nothing in this game, Sylveria. Nothing that actually matters, anyway, and your personal axe doesn't qualify as something that matters to anyone other than you.

If you are doing high-volume bulk trading, the Anaconda isn't the ship of choice in most cases.

If you are doing high-end combat, the Anaconda is a good choice in a lot of scenarios, but I would venture to say that it's not ideal for all of them. Lots of ships are used in high-end Combat.

If you are doing fringe Exploration, then the Anaconda is the ship of choice. Not Exploration of the other 90% of the reachable Galaxy, just the extreme fringes.

If you are power-Mining, the Anaconda is a good choice, but there are better choices for that.

I could keep going, but I guess when you consider the above facts (as opposed to opinion), then it's really hard to get behind any notion that the Anaconda needs balancing. She is the Queen of one thing, and one thing only, and is otherwise not OP by any stretch of the word in any other activity in the game. She is a solid ship choice for anything that you might want to do in the game, and she is available to all Commanders, regardless of how hard-core or casual they may be. Put another way, she represents something really nice for our most casual friends, and she should stay that way.

I also noticed that you have a problem seeing that the kind of balance that you want does lead to homogenization. Repeating what I said earlier in this post again, making things that are actually different causes outliers on both ends. This is not avoidable. Period. All a proposed balance pass does is move the goalposts - it does not remove them.

A balancing pass is just reiterating the existing problem with different variables.

Commander Chrystoph put it quite eloquently, I would say, and he is also correct. It is hubris to think otherwise, quite frankly.

Right now, as the game stands, there are multiple viable choices for any and every activity that you might want to do. They are different in look, feel, character, and performance, but still viable. This is an excellent place to be, and I have trouble processing how people can't get past their own OCD to see that things are actually in a very good place. Some tweaks to some individual ships over time (like has been done already) certainly, but there is absolutely no need for a Fleet-wide overhaul.

No good reasons to do it, and many good reasons not to.

If it bothers you that much, Sylveria, just put 400T of cargo in your Anaconda, and go about your merry way in your own, personal, Elite where The Outlier doesn't exist.

One last note, and apologies if this has already been said:

You might not have been on the forum at that time, but Frontier did address the SLF bay issue that you bring up. The ships are designed with them in mind, or not. Whether or not they could fit one internally doesn't matter in the slightest, and (at that time) no ships would be retro-fitted with bays. That is why ships that could fit a bay, still can't. And won't.

Riôt
 
edit: This DID wind up being a rather long reply, apologies. I highly advise anybody replying make use of the "quote" "/quote" (with [ ] brackets instead of ") to make things easier!


We had a topic about the Anaconda a few months ago and actually came up with a possible solution (but will result in more power creep).
Namely, add an Engineer which can modify Hull Mass. THEN give ALL current Anacondas a built-in G5 Lightweight mod.

Engineers was a mistake. They shouldn't be this catch-all bandaid to problems that haven't actually been resolved. It'd just be heading deeper down the rabbit hole that Engineers is.

__

I could not disagree more with your assessment of the lack of variation in cars. Of course, the most common cars you see on the road definitely look similar, but that would be like staying in Erivate and complaining that the only ships people fly are sidewinders.

It'd be more like sitting in a station and seeing 20+ variations of the Sidewinder, all supposedly from different years and makers, that all still look so similar that they might as well just be the same exact ship.

Whether or not it’s a good comparison, I still think perfectly balanced ships without weird quirks and gimmicks would end up being really boring. That said, I will say the Python seems a bit too perfect (as a Python pilot I would be mortified if they nerfed it though) and the AspScout seems a bit too worthless.

I guess I really don’t see the purpose for this either... unless it’s just to quell some CMDRs’ OCD. Out of all the things FDev could fix, it seems like this one would have the lowest possible positive impact while having the highest possible negative impact. Imagine floating around Beagle Point and realizing that suddenly with a recent update your Anaconda now has a base mass of 1200T. Even if you aren’t out in the middle of nowhere, CMDRs have spent hundreds of hours optimizing their ships based on the quirks that the ships are designed with. A blanket rebalance would be basically a restart for everyone.

Personally, as Sylveria said, if I were out at Beagle Point with an Anaconda at the time of such a change, I'd embrace and live with it.

CMDRs have been making it to beagle point since before Engineers, remember? Including with Type-9s. It's more than possible to reach such locations (let alone 99.99% of the galaxy) without any Engineering.

Nobody with an Anaconda is going to have any real problems, except for an extreme few who intentionally seek out star systems out on the very fringe (so maybe 1% of 1% of 1% of explorers out there), and support can quite easily help such CMDRs out.

It would not be a big problem in the end at all. I guarantee, if it were to happen, the biggest complaint would be about how it takes longer to jump across the galaxy again, and even that argument would be invalid in the face of the Diamondback/Asp Explorer.

__


Take the Challenger. Look at the rear outboard landing gear. It seems to take up all the space of its housing and yet there is an engine in that same housing!
And yet there are thngs called 'thrusters' that have their own single module / housing. Then again we target the 'main drive'! Where's the module for that?
Can we target the rear landing gear? Which would also mean targeting the engine if considering the Challenger.

Sorta off-topic, but that's a myth. People have since taken video/screenshots of the Challenger landing gear, it folds and retracts into quite a small space underneath the rest of the engine pod. You can observe it for yourself. Sure, it's still kind of an odd design choice, but fact is Fdev *did* pay attention to these details when making the ship.

Just wish they had that same eye for consistent detail where balancing numbers is concerned.

__


I don't know, that's a pretty good one. I'm all for a proper balance, but dismissing offhand that those going to the edges of the galaxy "knew very well what they were getting into" smacks of ignorance and, acting like a bit of an entitled brat.

Even with 70+LY jump rage, Beagle point is a bit of a mission, it'll take a lot of time to get there, and, let me tell you, having been there twice, having my ship specs changed out on the rim of the galaxy, with my only "out" being the rebuy screen, with all my exploration data lost to boot... That is NOT what any explorer signs up for.

Z...

You'll never encounter such a situation. Even if you're the 1% of the 1% of the 1% that goes to the very outer rim systems in the galaxy (which are *much* further out than Beagle Point is, since Beagle Point was reached by non-engineered ships like the Type 9), support *will* help you out.

I really wish that intentionally blowing oneself up wasn't treated by so many players as this short-cut to teleport across the galaxy, that kind of thing ruins so many people's perspectives...not that I have a good alternative in mind as of right now.

__


Balance is a lie unless ALL you have is combat, and even there, some one design almost always comes out as better in the mechanics of the game.

Elite isn't JUST a shooter, meaning that you cannot balance the game because exploration, racing and trading are not equivalent to combat.

Not true, balance is not something that applies to only combat - far from it. It's true that most games just don't prioritize it though.

As to the munchkins, they only care about being at the top of the heap at whatever cost to anyone else's enjoyment. They are always going to optimax, and trying to prevent it just shifts what is "best".

Okay, you can stop this antagonistic attitude right now. Players seeking to do their best at a game is not a bad thing, and it's only to be expected. Trying to shame, namecall, and divisely look down on people for doing their best is wrong.

The fault for "optimaxing" being a thing lies with the designer of the game that creates that situation, not with the players for playing the game for what it is.

A balancing pass is just reiterating the existing problem with different variables. The current ship methodology is horribly broken because it forces artificial physics into the game in the name of uniqueness, makes artificial limitations on equipment by placing size limits on core modules that have nothing to do with the volume available in the hull, and doesn't allow you to repurpose otherwise unused space by using Internal Compartments of a static size and dedicating space to specifically typed equipment through class limited compartments and utility mounts.

The only way it'd be reiterating the existing problem is if it's done willy-nilly without establishing some sort of formula to follow, something that takes all the necessary variables and accounts for them accordingly. 'Uniqueness' will occur naturally, because all those variables can then be tweaked to one's liking. 'Physics' only matters insofar as consistency, and has little to do with 'uniqueness'. As for your perspective on internal space, sure, that can be improved too. I myself don't feel like size vs mass of modules is consistent or even believable much at all, there's no reason that can't be improved.

__


You really seem to have an axe to grind here. I gave you the benefit of the doubt until Page 2, but by then it became quite clear that your axe isn't named Balance, it's named Anaconda. I was genuinely hoping to be wrong on that, to be honest. You can keep trying to obscure that if you like, but it doesn't fool me.

The bottom line here, is that there aren't any actual good reasons for the kind of balance pass that you seem to want, and a great many good reasons not to.

That's being more than a little disingenuous....

Blizzard has never been able to get this right, and neither would Frontier.

Okay, full stop. Blizzard hasn't ever TRIED to get this right.

Blizzard knows what they do best: making games look and feel pretty while telling a good story or two. They are *wizards* of their craft when it comes to that, they are VERY good at it; their creative departments are top-notch.

However, as can be observed with any of their games, they take a very laissez faire approach to balance. "If it feels cool and looks cool then it is cool" is about as far as they take tinkering with design and numbers. Sure, they pay lip service and show some attention to tweaking things around, but there's no formulaic approach to it and not even *close* to being done with any kind of scientific method.

There's every opportunity for Frontier to be different and prove themselves superior to Blizzard in this department.

Frontier =/= Blizzard. Just because 1 company doesn't get it right doesn't mean any other company can't.

The Anaconda's jump range (or Mass, if you prefer) hurts nothing in this game, Sylveria. Nothing that actually matters, anyway, and your personal axe doesn't qualify as something that matters to anyone other than you.

I and many others besides Sylveria disagree directly about the Anaconda, and I in particular disagree with saying "nothing that matters" or that it's a 'personal axe to grind'. That's not a very compelling argument, you know?

<snip>If you are power-Mining, the Anaconda is a good choice, but there are better choices for that.

The only reason to go any bigger than Anaconda is if you want more cargo space and thus to stay out for longer; having the most optional internal slots still makes it the most ideal for a task that requires lots of different optional internal slots.

I could keep going, but I guess when you consider the above facts (as opposed to opinion),

It'd be fairer to call them fact-based opinions, but continue....

then it's really hard to get behind any notion that the Anaconda needs balancing. She is the Queen of one thing, and one thing only, and is otherwise not OP by any stretch of the word in any other activity in the game.

Who said the Anaconda was OP?

She is a solid ship choice for anything that you might want to do in the game, and she is available to all Commanders, regardless of how hard-core or casual they may be. Put another way, she represents something really nice for our most casual friends, and she should stay that way.

That's the point. It is a good choice for most things, there's not many compelling reasons to use a different ship. The mass thing is what takes it just a little too far.

I also noticed that you have a problem seeing that the kind of balance that you want does lead to homogenization.

Uh, doesn't this fly in the face of what you just said about the Anaconda being a 'solid ship choice for anything'? If you don't want homogenization, then you've got everything to gain by a balance update that applies consistent rules to *all* ships. Note that nothing about such a pass means giving all ships the same values, Fdev can tweak any and all variables to their liking to achieve the desired design vision they have for each of their ships. But they *ought* to be consistent and sensible about it.

Repeating what I said earlier in this post again, making things that are actually different causes outliers on both ends. This is not avoidable. Period.
All a proposed balance pass does is move the goalposts - it does not remove them.

Only if you take the Blizzard approach to balancing things, that is, just doing it by "feel" and not doing the numbercrunching work, which is admittedly a time-consuming task without an established consistent base.

Guess what - Blizzard is not perfect nor The Almighty. They are not even all that great, in my eyes, though I've enjoyed their single-player/PvE experiences quite a bit. I think you're placing way too much stock in their success and aren't looking at the whole picture there, there's a whole lotta flaws going on where Blizzard is concerned.

Not that you're alone, I think there's way too many game developers around the gaming world as a whole that look at other successful developers and, rather than do their own thing and seek to do the best they can at a given ideal, just copy what's already been done and take the same approaches. It's a real darn shame, if you ask me.

Right now, as the game stands, there are multiple viable choices for any and every activity that you might want to do. They are different in look, feel, character, and performance, but still viable. This is an excellent place to be, and I have trouble processing how people can't get past their own OCD to see that things are actually in a very good place. Some tweaks to some individual ships over time (like has been done already) certainly, but there is absolutely no need for a Fleet-wide overhaul.

It's not about OCD, there's that disingenuity again.

The game is pretty good as-is, that is true. But it can be better and there's no reason to try obstructing it being improved upon.

One of DE's biggest mistakes with Warframe, and one of the most common complaints I see from its players, is that they don't improve upon what they've built so far - they keep moving on and piling on more quantity instead of working on the quality. To an extent, it's worked, but it's also starting to snowball with how many glaring flaws, inconsistencies, and jarring disjointedness there really is with the game.

Just like in Elite, their "PvP" mode is a joke that goes ignored by at least 99% of the community. And just like in Elite, any semblance of balance is made an even worse joke because of their modding system - Engineers is pretty bad, but boy howdy is Warframe's modding system hundreds of times worse.

I guarantee, if DE did not take their innovative approach to being an independent F2P game with freely tradeable 'premium' currency, there's no chance Warframe would enjoy its current popularity, because the quality is just not there.

And I'm personally quite scared that Fdev's already been trapping themselves with the same mindset.
 
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